Faith puts forward an audacious plan to rescue 150 children who mysteriously disappeared from a train on its way to a Nazi Death Camp in 1942. On a Recon mission, her partner is killed and she is... More > saved by a US commando, who is seriously wounded in the rescue. Faith breaks Protocol and Retrieves him. But the peaceful, Utopian world of New Atlantis is no place for a savage warrior.
Luke wakes up to find himself in a heavenly world, and he decides he’s the subject of Nazi Mind Games. But, as the evidence to the contrary builds up, he has to accept the incredible truth: He has time travelled nearly 400 years into the future, and his beloved rescuer is over 200 years old.
No matter how much Luke may want to remain with his love, Duty calls him back to 1942. He agrees to help complete Faith’s Rescue Mission so he can escape. But the best laid plans can always go astray. And Love can sometimes be more powerful than Duty, even for the most hardened savage.< Less
A two-book project combining the novels 'Changing Worlds' and 'Fixed Limits', both of which were written with the same principal character, namely Michael Savage, and each of which chronologically... More > dates from 1976, at around the time when the author was embarking upon a literary vocation from the standpoint of disguised autobiography, much of which he would still find relevant today, if at times a shade embarrassing. The photo of the author on the cover, however, was taken in Salthill, Galway, 2010.< Less
Diesirae kills for money and as a sacrifice to demons. Four young people stumble on Diesirae’s team smuggling drugs through their tribal lands in a remote part of the Northern Territory of... More > Australia. Used to fighting for what they want, the young people find themselves fighting for their lives in the isolated Kakadu stone country. Yup and Pip, have the ability fight the demons as Dream Walkers in the spirit world; however, they haven’t learnt to use their ability despite the efforts of their grandfather. Pursued by Diesirae and her team the four young people are also hunted by the malevolent demon, Ukalba. The drug runners are in turn pursued by an unarmed policeman and local members of the aboriginal community, armed with stone-age weapons, and guided by benevolent spirits in ageless war with Ukalba. If the teenagers are annihilated unity and the world will be lost.< Less
Diesirae kills for money and as a sacrifice to demons. Four young people stumble on Diesirae’s team smuggling drugs through their tribal lands in a remote part of the Northern Territory of... More > Australia. Used to fighting for what they want, the young people find themselves fighting for their lives in the isolated Kakadu stone country. Yup and Pip, have the ability fight the demons as Dream Walkers in the spirit world; however, they haven’t learnt to use their ability despite the efforts of their grandfather. Pursued by Diesirae and her team the four young people are also hunted by the malevolent demon, Ukalba. The drug runners are in turn pursued by an unarmed policeman and local members of the aboriginal community, armed with stone-age weapons, and guided by benevolent spirits in ageless war with Ukalba. If the teenagers are annihilated unity and the world will be lost.< Less
Hardcover. This is the second book of hard-boiled violence from the ancient typewriter of Jack Moskovitz. An unsavory group of truckers try to save the world from atomic annihilation while another... More > group of even more unsavory people try to thwart them. And it's all told in the unique Moskovitz style, where a smell is worth a thousand words.< Less
This release of Legends of Steel is fully compatible with the Savage Worlds System from Pinnacle Entertainment.
Savage Worlds is a fast paced, action packed roleplaying system that is a perfect fit... More > for the cinematic Sword & Sorcery style of Legends of Steel.< Less
WELCOME TO BEDLAM!
Take a trip back to the Iron Age of comics and visit Bedlam City. It's the smaller, dirtier and more dangerous town next door to your superhero campaign's shining metropolis,... More > presented here in lavish detail. Stalk its alleys, punch out its supervillains, expose its horrible secrets--and have no fear, there are always plenty more where they came from.
Weighing in at a whopping 394 pages, this book is crammed with dozens of NPCs, neighborhoods, adventure seeds and locations, with enough back-stories and plot arcs to keep your PCs playing for years.
Fully compatible with the Super Powers Companion Bedlam City is fast, fun and ferocious, with no new rules to learn or systems to memorize. If you own a copy of the Super Powers Companion you can pick up Bedlam City and start playing it right now.
So what are you waiting for? Bedlam is calling. There's a shadowy rooftop out there just waiting for you to start lurking on it...< Less
Things were bad enough in the decaying city of Bedlam before the psychopathic supervillain called the Cold Killer showed up. Now the authorities are up to their necks in frozen corpses in the middle... More > of a blazing hot summer and the city is on the brink of panic. But when Our Heroes try to stop the Cold Killer's rampage, they get sucked into far deeper and more terrible matters. Because in a place like Beldam, the truth is always so much worse than you think.
This giant-sized, 198 page adventure is crammed with double-crosses, intrigue and secret skullduggery. Includes more than a dozen full-color maps, more than fifty NPCs, and an in-depth breakdown of an entire secret base, covering seven floors and over 130 separate rooms in lavish detail. Also includes fiendish experiments, nefarious conspiracies, sinister government agents, awful revelations, lurking shadows, stubble-jawed heroes brooding on rooftops at midnight, everything a Bedlam City adventure needs!< Less
Things were bad enough in the decaying city of Bedlam before the psychopathic supervillain called the Cold Killer showed up. Now the authorities are up to their necks in frozen corpses in the middle... More > of a blazing hot summer and the city is on the brink of panic. But when Our Heroes try to stop the Cold Killer's rampage, they get sucked into far deeper and more terrible matters. Because in a place like Beldam, the truth is always so much worse than you think.
This giant-sized, 198 page adventure is crammed with double-crosses, intrigue and secret skullduggery. Includes more than a dozen full-color maps, more than fifty NPCs, and an in-depth breakdown of an entire secret base, covering seven floors and over 130 separate rooms in lavish detail. Also includes fiendish experiments, nefarious conspiracies, sinister government agents, awful revelations, lurking shadows, stubble-jawed heroes brooding on rooftops at midnight, everything a Bedlam City adventure needs!< Less